/* posts tagged: gamedev */

Posted on: Jul 11 , 2014 3

Split Screen game progress

Just a simple game prototype of a split-screen couch multiplayer game. Made using LibGDX, and trying out the new gdx-ai StateMachine stuff.

Posted on: May 21 , 2014

Tunneling Game Progress

Here’s a quick post / screenshot of my latest side project… it’s a VS-multiplayer, World War 1 tunneling game. Kind of like Bomberman, but with more sneaking around. “Listening” for the sound of your unseen enemies will be important, to know what direction they’re in. Largely inspired by the movie Beneath Hill 60.

So far, it has a networking lobby, and the basic game loop setup. Currently plays as Last Man Standing, whoever wins, gets the point for the round. Networking is handled with Kryonet, and the world map is using a Tiled Map – although I keep debating if it’s really worth using, since the levels will be mostly programatically generated, and 95% of them will be filled in with dirt 😛

Tunnels Screenshot 2014-05-21

Posted on: Jun 15 , 2013

Pombie Zong Trailer

Finally got around to finish editing the trailer for my game, Pombie Zong!

Gameplay footage captured with Fraps, animations and effects done in Adobe After Effects, and used Premiere Pro to add in the sound effects and do the final editing.

Posted on: May 13 , 2013

Pombie Zong – Beta 1 Update

Wrote up a news post on IndieDB for Pombie Zong; outlining some of the new features and what still needs to be done before it gets published to Google Play.

Posted on: Nov 26 , 2012

New Website, Powerups, & Menu Design

This past weekend I launched a new website dedicated to my game projects: www.cairn4.com – Not too much on it in terms of content at the moment, but eventually I’ll be transitioning my zombie game dev posts over there.

And speaking of my zombie game… Besides all the obvious benefits of using source control, one thing that’s really nice about using git is that I can use my commit log to see how much progress I make each week.  Over the last month, I’ve been averaging around 4 commits per day – sometimes they’re just simple bug fixes, but sometimes they are…

Posted on: Oct 27 , 2012

Back to Basics – Zombie Game Update

Not that I have ample free time on my hands… I’ve taken up the crazy task of rewriting most of my zombie paddle/pong game with a few specific reasons and goals in mind, including:

  • To use libGDX’s Scene2D for almost all of the drawing on-scree with Stages and Actors.  This also makes for easy menus, buttons etc instead of attempting to porting over my 1/2 written UI setup I had back when the game was still all in XNA.
  • Using libGDX’s particle emitter setup, which allows me to use the particle editor tool rather than tweaking them via code. Probably way better performance too.
  • Implementing Box2D for physics/collisions.  More accurate, and the possibility of cooler effects like explosion knock-back etc.

So far I’ve gotten some of the menu flow setup, and you can essentially just play a basic game of Pong… still need to add the actual zombies back in though 😛

Posted on: Feb 19 , 2012

This evening, I drew stuff.

Behold, some new art for the Main Menu:

Also posted to DeviantArt: http://fav.me/d4qbehv

Posted on: Feb 19 , 2012

Zombie Pong – Feb 19 Update

New screenshot! Just up’d the game’s default resolution to 1280 x 720, and with that, fixed-up and updated a bunch of the game’s assets.